REVIEWED: GeneshHeightmap()
, fix #2716
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1 changed files with 4 additions and 4 deletions
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@ -2630,7 +2630,7 @@ Mesh GenMeshKnot(float radius, float size, int radSeg, int sides)
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// NOTE: Vertex data is uploaded to GPU
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// NOTE: Vertex data is uploaded to GPU
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Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
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Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
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{
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{
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#define GRAY_VALUE(c) ((c.r+c.g+c.b)/3.0f)
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#define GRAY_VALUE(c) ((float)(c.r + c.g + c.b)/3.0f)
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Mesh mesh = { 0 };
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Mesh mesh = { 0 };
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@ -2640,7 +2640,7 @@ Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
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Color *pixels = LoadImageColors(heightmap);
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Color *pixels = LoadImageColors(heightmap);
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// NOTE: One vertex per pixel
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// NOTE: One vertex per pixel
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mesh.triangleCount = (mapX-1)*(mapZ-1)*2; // One quad every four pixels
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mesh.triangleCount = (mapX - 1)*(mapZ - 1)*2; // One quad every four pixels
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mesh.vertexCount = mesh.triangleCount*3;
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mesh.vertexCount = mesh.triangleCount*3;
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@ -2653,7 +2653,7 @@ Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
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int tcCounter = 0; // Used to count texcoords float by float
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int tcCounter = 0; // Used to count texcoords float by float
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int nCounter = 0; // Used to count normals float by float
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int nCounter = 0; // Used to count normals float by float
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Vector3 scaleFactor = { size.x/mapX, size.y/255.0f, size.z/mapZ };
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Vector3 scaleFactor = { size.x/(mapX - 1), size.y/255.0f, size.z/(mapZ - 1) };
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Vector3 vA = { 0 };
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Vector3 vA = { 0 };
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Vector3 vB = { 0 };
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Vector3 vB = { 0 };
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@ -2680,7 +2680,7 @@ Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
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mesh.vertices[vCounter + 7] = GRAY_VALUE(pixels[(x + 1) + z*mapX])*scaleFactor.y;
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mesh.vertices[vCounter + 7] = GRAY_VALUE(pixels[(x + 1) + z*mapX])*scaleFactor.y;
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mesh.vertices[vCounter + 8] = (float)z*scaleFactor.z;
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mesh.vertices[vCounter + 8] = (float)z*scaleFactor.z;
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// another triangle - 3 vertex
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// Another triangle - 3 vertex
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mesh.vertices[vCounter + 9] = mesh.vertices[vCounter + 6];
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mesh.vertices[vCounter + 9] = mesh.vertices[vCounter + 6];
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mesh.vertices[vCounter + 10] = mesh.vertices[vCounter + 7];
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mesh.vertices[vCounter + 10] = mesh.vertices[vCounter + 7];
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mesh.vertices[vCounter + 11] = mesh.vertices[vCounter + 8];
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mesh.vertices[vCounter + 11] = mesh.vertices[vCounter + 8];
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